Comments and answers for "IPointerDownHandler not working in release build"http://answers.unity.com/questions/1220693/ipointerdownhandler-not-working-in-release-build.html
The latest comments and answers for the question "IPointerDownHandler not working in release build"Comment by jimleahy on jimleahy's answerhttp://answers.unity.com/comments/1506976/view.html
@Happeloy
Thank you for pointing that out, I had no idea that was possible.
My issue was related to a Third Party PlugIn I am using in my project, `TouchScript` for multitouch gesture support. I was using this plugin incorrectly.
Thank you for the support.Wed, 16 May 2018 12:52:48 GMTjimleahyAnswer by Happeloyhttp://answers.unity.com/answers/1506938/view.html
Don't know if this will solve it for you, but there is another way to listen to OnPointerDown. You can add a Event Trigger on the UI object, and then add a call to a method that handles it.
![alt text][1]
[1]: /storage/temp/116970-screen-shot-2018-05-16-at-121613.png
And the PointerListerner scripts looks like this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class PointerListener : MonoBehaviour {
public void OnPointerDown(BaseEventData baseEventData)
{
Debug.Log("Do stuff");
}
}Wed, 16 May 2018 10:18:43 GMTHappeloyComment by gffdgfdfgdggf on gffdgfdfgdggf's answerhttp://answers.unity.com/comments/1506925/view.html
Nope, you might need to file a bug report.Wed, 16 May 2018 09:31:39 GMTgffdgfdfgdggfAnswer by jimleahyhttp://answers.unity.com/answers/1506698/view.html
@gffdgfdfgdgg
I am experiencing the same thing currently. I am using the Canvas and have children objects with scripts that implement the `IPointerDownHandler ` interface.
Everything works as intended in the editor however the built executable does not trigger the handlers.
Did you ever get this to work or figure out what was wrong?Tue, 15 May 2018 20:41:44 GMTjimleahy